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<blockquote data-quote="dimonic" data-source="post: 1245124" data-attributes="member: 10666"><p>I myself go through cycles. I DM'd for several years, and then became burnt out. It was mostly power-hungry players, (or one player), who pushed and pushed for more and more, who cheated behind the scenes (fudged his character's numbers), made a stink every time a rule went against him, criticized his fellow players, or was generally a bad sport in every regard. We all owe it to the DM to help make the game session as smooth as possible. If we don't like the way the game is run, we can discuss it like gentlemen _after_ the game, or quit the game.</p><p></p><p>I have played for a while, and now I feel the itch to DM again. The oddest thing is that two things give me the itch to DM: </p><p></p><p>1) Bad DM'ing! When I play in a poorly run game, or a badly contrived scenario, or have the DM lead us by the nose through his pet module, or have him "house rule" a character's most significant capabilities into oblivion I think: hhhmmm: I could do sooo much better. Then the creative juices start flowing, and before you know it I am up and running.</p><p></p><p>and</p><p></p><p>2) Good DM'ing! When I play in a good game, I get all fired up about new ideas that I can add to the game, include cool stuff the DM is doing, then the creative juices start flowing, and before you know it I am up and running.</p><p></p><p>I think one thing that could be done in terms of marketing, is addressing the popular conceit: "I could do better". Many of us cannot in fact do better. It takes a lot to put together a great module/campaign world/class/rules/whatever. However, I love the Dragon magazine, because it allows and ecourages me to take little snippets from all sources, and put together my own whole.</p><p></p><p>World building, city building, dungeon building articles are among my favourites. More "howto" books on these things are in my christmas list, but there are not enough trustworthy reviews of books like these. Too often, the reviewers seem to be teen or twenty somethings with a love of Yugi-Oh style superpower/zappo-blam type mechanics, and they will pan something which is just perfect to me, or the reverse. I rely on my local game store to stock the product, and I have to thumb through several books, taking my time before I can commit to a purchase.</p></blockquote><p></p>
[QUOTE="dimonic, post: 1245124, member: 10666"] I myself go through cycles. I DM'd for several years, and then became burnt out. It was mostly power-hungry players, (or one player), who pushed and pushed for more and more, who cheated behind the scenes (fudged his character's numbers), made a stink every time a rule went against him, criticized his fellow players, or was generally a bad sport in every regard. We all owe it to the DM to help make the game session as smooth as possible. If we don't like the way the game is run, we can discuss it like gentlemen _after_ the game, or quit the game. I have played for a while, and now I feel the itch to DM again. The oddest thing is that two things give me the itch to DM: 1) Bad DM'ing! When I play in a poorly run game, or a badly contrived scenario, or have the DM lead us by the nose through his pet module, or have him "house rule" a character's most significant capabilities into oblivion I think: hhhmmm: I could do sooo much better. Then the creative juices start flowing, and before you know it I am up and running. and 2) Good DM'ing! When I play in a good game, I get all fired up about new ideas that I can add to the game, include cool stuff the DM is doing, then the creative juices start flowing, and before you know it I am up and running. I think one thing that could be done in terms of marketing, is addressing the popular conceit: "I could do better". Many of us cannot in fact do better. It takes a lot to put together a great module/campaign world/class/rules/whatever. However, I love the Dragon magazine, because it allows and ecourages me to take little snippets from all sources, and put together my own whole. World building, city building, dungeon building articles are among my favourites. More "howto" books on these things are in my christmas list, but there are not enough trustworthy reviews of books like these. Too often, the reviewers seem to be teen or twenty somethings with a love of Yugi-Oh style superpower/zappo-blam type mechanics, and they will pan something which is just perfect to me, or the reverse. I rely on my local game store to stock the product, and I have to thumb through several books, taking my time before I can commit to a purchase. [/QUOTE]
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